advtrains/wagons.lua

736 lines
24 KiB
Lua

--atan2 counts angles clockwise, minetest does counterclockwise
--local print=function(t) minetest.log("action", t) minetest.chat_send_all(t) end
local print=function() end
local wagon={
collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
--physical = true,
visual = "mesh",
mesh = "wagon.b3d",
visual_size = {x=3, y=3},
textures = {"black.png"},
is_wagon=true,
wagon_span=1,--how many index units of space does this wagon consume
has_inventory=false,
}
function wagon:on_rightclick(clicker)
if not self:ensure_init() then return end
if not clicker or not clicker:is_player() then
return
end
if clicker:get_player_control().aux1 then
--advtrains.dumppath(self:train().path)
--minetest.chat_send_all("at index "..(self:train().index or "nil"))
--advtrains.invert_train(self.train_id)
minetest.chat_send_all(dump(self:train()))
return
end
local no=self:get_seatno(clicker:get_player_name())
if no then
self:get_off(no)
else
self:show_get_on_form(clicker:get_player_name())
end
end
function wagon:train()
return advtrains.trains[self.train_id]
end
--[[about 'initalized':
when initialized is false, the entity hasn't got any data yet and should wait for these to be set before doing anything
when loading an existing object (with staticdata), it will be set
when instanciating a new object via add_entity, it is not set at the time on_activate is called.
then, wagon:initialize() will be called
wagon will save only uid in staticdata, no serialized table
]]
function wagon:on_activate(sd_uid, dtime_s)
print("[advtrains][wagon "..((sd_uid and sd_uid~="" and sd_uid) or "no-id").."] activated")
self.object:set_armor_groups({immortal=1})
if sd_uid and sd_uid~="" then
--legacy
--expect this to be a serialized table and handle
if minetest.deserialize(sd_uid) then
self:init_from_wagon_save(minetest.deserialize(sd_uid).unique_id)
else
self:init_from_wagon_save(sd_uid)
end
end
self.entity_name=self.name
--duplicates?
for ao_id,wagon in pairs(minetest.luaentities) do
if wagon.is_wagon and wagon.initialized and wagon.unique_id==self.unique_id and wagon~=self then--i am a duplicate!
print("[advtrains][wagon "..((sd_uid and sd_uid~="" and sd_uid) or "no-id").."] duplicate found(ao_id:"..ao_id.."), removing")
self.object:remove()
minetest.after(0.5, function() advtrains.update_trainpart_properties(self.train_id) end)
return
end
end
if self.custom_on_activate then
self:custom_on_activate(staticdata_table, dtime_s)
end
end
function wagon:get_staticdata()
if not self:ensure_init() then return end
print("[advtrains][wagon "..((self.unique_id and self.unique_id~="" and self.unique_id) or "no-id").."]: saving to wagon_save")
--serialize inventory, if it has one
if self.has_inventory then
local inv=minetest.get_inventory({type="detached", name="advtrains_wgn_"..self.unique_id})
self.ser_inv=advtrains.serialize_inventory(inv)
end
--save to table before being unloaded
advtrains.wagon_save[self.unique_id]=advtrains.merge_tables(self)
advtrains.wagon_save[self.unique_id].entity_name=self.name
advtrains.wagon_save[self.unique_id].name=nil
advtrains.wagon_save[self.unique_id].object=nil
return self.unique_id
end
--returns: uid of wagon
function wagon:init_new_instance(train_id, properties)
self.unique_id=os.time()..os.clock()
self.train_id=train_id
for k,v in pairs(properties) do
if k~="name" and k~="object" then
self[k]=v
end
end
self:init_shared()
self.initialized=true
print("init_new_instance "..self.unique_id.." ("..self.train_id..")")
return self.unique_id
end
function wagon:init_from_wagon_save(uid)
if not advtrains.wagon_save[uid] then
self.object:remove()
return
end
self.unique_id=uid
for k,v in pairs(advtrains.wagon_save[uid]) do
if k~="name" and k~="object" then
self[k]=v
end
end
if not self.train_id or not self:train() then
self.object:remove()
return
end
self:init_shared()
self.initialized=true
minetest.after(1, function() self:reattach_all() end)
print("init_from_wagon_save "..self.unique_id.." ("..self.train_id..")")
advtrains.update_trainpart_properties(self.train_id)
end
function wagon:init_shared()
if self.has_inventory then
local uid_noptr=self.unique_id..""
--to be used later
local inv=minetest.create_detached_inventory("advtrains_wgn_"..self.unique_id, {
allow_move = function(inv, from_list, from_index, to_list, to_index, count, player)
return count
end,
allow_put = function(inv, listname, index, stack, player)
return stack:get_count()
end,
allow_take = function(inv, listname, index, stack, player)
return stack:get_count()
end
})
if self.ser_inv then
advtrains.deserialize_inventory(self.ser_inv, inv)
end
if self.inventory_list_sizes then
for lst, siz in pairs(self.inventory_list_sizes) do
inv:set_size(lst, siz)
end
end
end
end
function wagon:ensure_init()
if self.initialized then return true end
self.object:setvelocity({x=0,y=0,z=0})
return false
end
-- Remove the wagon
function wagon:on_punch(puncher, time_from_last_punch, tool_capabilities, direction)
if not self:ensure_init() then return end
if not puncher or not puncher:is_player() then
return
end
if self.owner and puncher:get_player_name()~=self.owner then
minetest.chat_send_player(puncher:get_player_name(), "This wagon is owned by "..self.owner..", you can't destroy it.")
return
end
if minetest.setting_getbool("creative_mode") then
if not self:destroy() then return end
local inv = puncher:get_inventory()
if not inv:contains_item("main", self.name) then
inv:add_item("main", self.name)
end
else
local pc=puncher:get_player_control()
if not pc.sneak then
minetest.chat_send_player(puncher:get_player_name(), "Warning: If you destroy this wagon, you only get some steel back! If you are sure, shift-leftclick the wagon.")
return
end
if not self:destroy() then return end
local inv = puncher:get_inventory()
for _,item in ipairs(self.drops or {self.name}) do
inv:add_item("main", item)
end
end
end
function wagon:destroy()
--some rules:
-- you get only some items back
-- single left-click shows warning
-- shift leftclick destroys
-- not when a driver is inside
for _,_ in pairs(self.seatp) do
return
end
if self.custom_may_destroy then
if not self.custom_may_destroy(self, puncher, time_from_last_punch, tool_capabilities, direction) then
return
end
end
if self.custom_on_destroy then
self.custom_on_destroy(self, puncher, time_from_last_punch, tool_capabilities, direction)
end
print("[advtrains][wagon "..((self.unique_id and self.unique_id~="" and self.unique_id) or "no-id").."]: destroying")
self.object:remove()
table.remove(self:train().trainparts, self.pos_in_trainparts)
advtrains.update_trainpart_properties(self.train_id)
advtrains.wagon_save[self.unique_id]=nil
if self.discouple then self.discouple.object:remove() end--will have no effect on unloaded objects
return true
end
function wagon:on_step(dtime)
if not self:ensure_init() then return end
local t=os.clock()
local pos = self.object:getpos()
if not pos then
print("["..self.unique_id.."][fatal] missing position (object:getpos() returned nil)")
return
end
self.entity_name=self.name
--is my train still here
if not self.train_id or not self:train() then
print("[advtrains][wagon "..self.unique_id.."] missing train_id, destroying")
self.object:remove()
return
elseif not self.initialized then
self.initialized=true
end
if not self.seatp then
self.seatp={}
end
--custom on_step function
if self.custom_on_step then
self:custom_on_step(self, dtime)
end
--driver control
for seatno, seat in ipairs(self.seats) do
if seat.driving_ctrl_access then
local driver=self.seatp[seatno] and minetest.get_player_by_name(self.seatp[seatno])
if driver and driver:get_player_control_bits()~=self.old_player_control_bits then
local pc=driver:get_player_control()
if pc.sneak then --stop
self:train().tarvelocity=0
elseif (not self.wagon_flipped and pc.up) or (self.wagon_flipped and pc.down) then --faster
self:train().tarvelocity=math.min(self:train().tarvelocity+1, advtrains.all_traintypes[self:train().traintype].max_speed or 10)
elseif (not self.wagon_flipped and pc.down) or (self.wagon_flipped and pc.up) then --slower
self:train().tarvelocity=math.max(self:train().tarvelocity-1, -(advtrains.all_traintypes[self:train().traintype].max_speed or 10))
elseif pc.aux1 then --slower
if true or math.abs(self:train().velocity)<=3 then--TODO debug
self:get_off(seatno)
return
else
minetest.chat_send_player(driver:get_player_name(), "Can't get off driving train!")
end
end
self.old_player_control_bits=driver:get_player_control_bits()
end
if driver then
advtrains.set_trainhud(driver:get_player_name(), advtrains.hud_train_format(self:train(), self.wagon_flipped))
end
end
end
local gp=self:train()
--DisCouple
if self.pos_in_trainparts and self.pos_in_trainparts>1 then
if gp.velocity==0 then
if not self.discouple or not self.discouple.object:getyaw() then
local object=minetest.add_entity(pos, "advtrains:discouple")
if object then
local le=object:get_luaentity()
le.wagon=self
--box is hidden when attached, so unuseful.
--object:set_attach(self.object, "", {x=0, y=0, z=self.wagon_span*10}, {x=0, y=0, z=0})
self.discouple=le
else
print("Couldn't spawn DisCouple")
end
end
else
if self.discouple and self.discouple.object:getyaw() then
self.discouple.object:remove()
end
end
end
--for path to be available. if not, skip step
if not advtrains.get_or_create_path(self.train_id, gp) then
self.object:setvelocity({x=0, y=0, z=0})
return
end
if not self.pos_in_train then
print("["..self.unique_id.."][fatal] no pos_in_train set.")
return
end
local index=advtrains.get_real_path_index(self:train(), self.pos_in_train)
--print("trainindex "..gp.index.." wagonindex "..index)
--position recalculation
local first_pos=gp.path[math.floor(index)]
local second_pos=gp.path[math.floor(index)+1]
if not first_pos or not second_pos then
--print("[advtrains] object "..self.unique_id.." path end reached!")
self.object:setvelocity({x=0,y=0,z=0})
return
end
--checking for environment collisions(a 3x3 cube around the center)
if not gp.recently_collided_with_env then
local collides=false
for x=-1,1 do
for y=0,2 do
for z=-1,1 do
local node=minetest.get_node_or_nil(vector.add(first_pos, {x=x, y=y, z=z}))
if (advtrains.train_collides(node)) then
collides=true
end
end
end
end
if collides then
gp.recently_collided_with_env=true
gp.velocity=-0.5*gp.velocity
gp.tarvelocity=0
end
end
--FIX: use index of the wagon, not of the train.
local velocity=gp.velocity/(gp.path_dist[math.floor(index)] or 1)
local acceleration=(gp.last_accel or 0)/(gp.path_dist[math.floor(index)] or 1)
local factor=index-math.floor(index)
local actual_pos={x=first_pos.x-(first_pos.x-second_pos.x)*factor, y=first_pos.y-(first_pos.y-second_pos.y)*factor, z=first_pos.z-(first_pos.z-second_pos.z)*factor,}
local velocityvec={x=(first_pos.x-second_pos.x)*velocity*-1, z=(first_pos.z-second_pos.z)*velocity*-1, y=(first_pos.y-second_pos.y)*velocity*-1}
local accelerationvec={x=(first_pos.x-second_pos.x)*acceleration*-1, z=(first_pos.z-second_pos.z)*acceleration*-1, y=(first_pos.y-second_pos.y)*acceleration*-1}
--some additional positions to determine orientation
local aposfwd=gp.path[math.floor(index+2)]
local aposbwd=gp.path[math.floor(index-1)]
local yaw
if aposfwd and aposbwd then
yaw=advtrains.get_wagon_yaw(aposfwd, second_pos, first_pos, aposbwd, factor)+math.pi--TODO remove when cleaning up
else
yaw=math.atan2((first_pos.x-second_pos.x), (second_pos.z-first_pos.z))
end
if self.wagon_flipped then
yaw=yaw+math.pi
end
self.updatepct_timer=(self.updatepct_timer or 0)-dtime
if not self.old_velocity_vector
or not vector.equals(velocityvec, self.old_velocity_vector)
or not self.old_acceleration_vector
or not vector.equals(accelerationvec, self.old_acceleration_vector)
or self.old_yaw~=yaw
or self.updatepct_timer<=0 then--only send update packet if something changed
self.object:setpos(actual_pos)
self.object:setvelocity(velocityvec)
self.object:setacceleration(accelerationvec)
self.object:setyaw(yaw)
self.updatepct_timer=2
if self.update_animation then
self:update_animation(gp.velocity)
end
end
self.old_velocity_vector=velocityvec
self.old_acceleration_vector=accelerationvec
self.old_yaw=yaw
printbm("wagon step", t)
end
function advtrains.get_real_path_index(train, pit)
local pos_in_train_left=pit
local index=train.index
if pos_in_train_left>(index-math.floor(index))*(train.path_dist[math.floor(index)] or 1) then
pos_in_train_left=pos_in_train_left - (index-math.floor(index))*(train.path_dist[math.floor(index)] or 1)
index=math.floor(index)
while pos_in_train_left>(train.path_dist[index-1] or 1) do
pos_in_train_left=pos_in_train_left - (train.path_dist[index-1] or 1)
index=index-1
end
index=index-(pos_in_train_left/(train.path_dist[index-1] or 1))
else
index=index-(pos_in_train_left/(train.path_dist[math.floor(index-1)] or 1))
end
return index
end
function wagon:get_on(clicker, seatno)
if not self.seatp then
self.seatp={}
end
if not self.seats[seatno] then return end
if self.seatp[seatno] then
self:get_off(seatno)
end
self.seatp[seatno] = clicker:get_player_name()
advtrains.player_to_wagon_mapping[clicker:get_player_name()]={wagon=self, seatno=seatno}
clicker:set_attach(self.object, "", self.seats[seatno].attach_offset, {x=0,y=0,z=0})
clicker:set_eye_offset(self.seats[seatno].view_offset, self.seats[seatno].view_offset)
end
function wagon:get_off_plr(pname)
local no=self:get_seatno(pname)
if no then
self:get_off(no)
end
end
function wagon:get_seatno(pname)
for no, cont in ipairs(self.seatp) do
if cont==pname then
return no
end
end
return nil
end
function wagon:get_off(seatno)
if not self.seatp[seatno] then return end
local pname = self.seatp[seatno]
local clicker = minetest.get_player_by_name(pname)
advtrains.player_to_wagon_mapping[pname]=nil
advtrains.set_trainhud(pname, "")
if clicker then
clicker:set_detach()
clicker:set_eye_offset({x=0,y=0,z=0}, {x=0,y=0,z=0})
end
self.seatp[seatno]=nil
end
function wagon:show_get_on_form(pname)
if not self.initialized then return end
if #self.seats==0 then
if self.has_inventory and self.get_inventory_formspec then
minetest.show_formspec(pname, "advtrains_inv_"..self.unique_id, self:get_inventory_formspec())
end
return
end
local form, comma="size[5,8]label[0.5,0.5;Select seat:]textlist[0.5,1;4,6;seat;", ""
for seatno, seattbl in ipairs(self.seats) do
local addtext, colorcode="", ""
if self.seatp and self.seatp[seatno] then
colorcode="#FF0000"
addtext=" ("..self.seatp[seatno]..")"
end
form=form..comma..colorcode..seattbl.name..addtext
comma=","
end
form=form..";0,false]"
if self.has_inventory and self.get_inventory_formspec then
form=form.."button_exit[1,7;3,1;inv;Show Inventory]"
end
minetest.show_formspec(pname, "advtrains_geton_"..self.unique_id, form)
end
minetest.register_on_player_receive_fields(function(player, formname, fields)
local uid=string.match(formname, "^advtrains_geton_(.+)$")
if uid then
for _,wagon in pairs(minetest.luaentities) do
if wagon.is_wagon and wagon.initialized and wagon.unique_id==uid then
if fields.inv then
if wagon.has_inventory and wagon.get_inventory_formspec then
minetest.show_formspec(player:get_player_name(), "advtrains_inv_"..uid, wagon:get_inventory_formspec())
end
elseif fields.seat then
local val=minetest.explode_textlist_event(fields.seat)
if val and val.type~="INV" then
--get on
wagon:get_on(player, val.index)
minetest.show_formspec(player:get_player_name(), "none", "")
end
end
end
end
end
end)
function wagon:reattach_all()
if not self.seatp then self.seatp={} end
for seatno, pname in pairs(self.seatp) do
local p=minetest.get_player_by_name(pname)
if p then
self:get_on(p ,seatno)
end
end
end
minetest.register_on_joinplayer(function(player)
for _,wagon in pairs(minetest.luaentities) do
if wagon.is_wagon and wagon.initialized then
wagon:reattach_all()
end
end
end)
function advtrains.register_wagon(sysname, traintype, prototype, desc, inv_img)
setmetatable(prototype, {__index=wagon})
minetest.register_entity("advtrains:"..sysname,prototype)
minetest.register_craftitem("advtrains:"..sysname, {
description = desc,
inventory_image = inv_img,
wield_image = inv_img,
stack_max = 1,
on_place = function(itemstack, placer, pointed_thing)
if not pointed_thing.type == "node" then
return
end
local node=minetest.env:get_node_or_nil(pointed_thing.under)
if not node then print("[advtrains]Ignore at placer position") return itemstack end
local nodename=node.name
if(not advtrains.is_track_and_drives_on(nodename, advtrains.all_traintypes[traintype].drives_on)) then
print("[advtrains]no track here, not placing.")
return itemstack
end
local conn1=advtrains.get_track_connections(node.name, node.param2)
local id=advtrains.create_new_train_at(pointed_thing.under, advtrains.dirCoordSet(pointed_thing.under, conn1), traintype)
local ob=minetest.env:add_entity(pointed_thing.under, "advtrains:"..sysname)
if not ob then
print("[advtrains]couldn't add_entity, aborting")
end
local le=ob:get_luaentity()
le.owner=placer:get_player_name()
le.infotext=desc..", owned by "..placer:get_player_name()
local wagon_uid=le:init_new_instance(id, {})
advtrains.add_wagon_to_train(le, id)
if not minetest.setting_getbool("creative_mode") then
itemstack:take_item()
end
return itemstack
end,
})
end
advtrains.register_train_type("steam", {"regular", "default"})
--[[advtrains.register_wagon("blackwagon", "steam",{textures = {"black.png"}})
advtrains.register_wagon("bluewagon", "steam",{textures = {"blue.png"}})
advtrains.register_wagon("greenwagon", "steam",{textures = {"green.png"}})
advtrains.register_wagon("redwagon", "steam",{textures = {"red.png"}})
advtrains.register_wagon("yellowwagon", "steam",{textures = {"yellow.png"}})
]]
--[[
wagons can define update_animation(self, velocity) if they have a speed-dependent animation
this function will be called when the velocity vector changes or every 2 seconds.
]]
advtrains.register_wagon("newlocomotive", "steam",{
mesh="advtrains_engine_steam.b3d",
textures = {"advtrains_newlocomotive.png"},
is_locomotive=true,
seats = {
{
name="Driver Stand (left)",
attach_offset={x=-5, y=10, z=-10},
view_offset={x=0, y=6, z=0},
driving_ctrl_access=true,
},
{
name="Driver Stand (right)",
attach_offset={x=5, y=10, z=-10},
view_offset={x=0, y=6, z=0},
driving_ctrl_access=true,
},
},
visual_size = {x=1, y=1},
wagon_span=1.85,
collisionbox = {-1.0,-0.5,-1.0, 1.0,2.5,1.0},
update_animation=function(self, velocity)
--if self.old_anim_velocity~=advtrains.abs_ceil(velocity) then
self.object:set_animation({x=1,y=60}, 100)--math.floor(velocity))
--self.old_anim_velocity=advtrains.abs_ceil(velocity)
--end
end,
custom_on_activate = function(self, staticdata_table, dtime_s)
minetest.add_particlespawner({
amount = 10,
time = 0,
-- ^ If time is 0 has infinite lifespan and spawns the amount on a per-second base
minpos = {x=0, y=2, z=1.2},
maxpos = {x=0, y=2, z=1.2},
minvel = {x=-0.2, y=1.8, z=-0.2},
maxvel = {x=0.2, y=2, z=0.2},
minacc = {x=0, y=-0.1, z=0},
maxacc = {x=0, y=-0.3, z=0},
minexptime = 2,
maxexptime = 4,
minsize = 1,
maxsize = 5,
-- ^ The particle's properties are random values in between the bounds:
-- ^ minpos/maxpos, minvel/maxvel (velocity), minacc/maxacc (acceleration),
-- ^ minsize/maxsize, minexptime/maxexptime (expirationtime)
collisiondetection = true,
-- ^ collisiondetection: if true uses collision detection
vertical = false,
-- ^ vertical: if true faces player using y axis only
texture = "smoke_puff.png",
-- ^ Uses texture (string)
attached = self.object,
})
end,
drops={"default:steelblock 4"},
}, "Steam Engine", "advtrains_newlocomotive_inv.png")
advtrains.register_wagon("wagon_default", "steam",{
mesh="wagon.b3d",
textures = {"advtrains_wagon.png"},
seats = {
{
name="Default Seat",
attach_offset={x=0, y=10, z=0},
view_offset={x=0, y=6, z=0},
},
},
visual_size = {x=1, y=1},
wagon_span=1.8,
collisionbox = {-1.0,-0.5,-1.0, 1.0,2.5,1.0},
drops={"default:steelblock 4"},
}, "Passenger Wagon", "advtrains_wagon_inv.png")
advtrains.register_wagon("wagon_box", "steam",{
mesh="wagon.b3d",
textures = {"advtrains_wagon_box.png"},
seats = {},
visual_size = {x=1, y=1},
wagon_span=1.8,
collisionbox = {-1.0,-0.5,-1.0, 1.0,2.5,1.0},
drops={"default:steelblock 4"},
has_inventory = true,
get_inventory_formspec = function(self)
return "size[8,11]"..
"list[detached:advtrains_wgn_"..self.unique_id..";box;0,0;8,6;]"..
"list[current_player;main;0,7;8,4;]"..
"listring[]"
end,
inventory_list_sizes = {
box=8*6,
},
}, "Box Wagon", "advtrains_wagon_inv.png")
advtrains.register_train_type("electric", {"regular", "default"}, 20)
advtrains.register_wagon("engine_japan", "electric",{
mesh="advtrains_engine_japan.b3d",
textures = {"advtrains_engine_japan.png"},
seats = {
{
name="Default Seat (driver stand)",
attach_offset={x=0, y=10, z=0},
view_offset={x=0, y=6, z=0},
driving_ctrl_access=true,
},
},
visual_size = {x=1, y=1},
wagon_span=2,
is_locomotive=true,
collisionbox = {-1.0,-0.5,-1.0, 1.0,2.5,1.0},
drops={"default:steelblock 4"},
}, "Japanese Train Engine", "green.png")
advtrains.register_wagon("wagon_japan", "electric",{
mesh="advtrains_wagon_japan.b3d",
textures = {"advtrains_wagon_japan.png"},
seats = {
{
name="Default Seat",
attach_offset={x=0, y=10, z=0},
view_offset={x=0, y=6, z=0},
},
},
visual_size = {x=1, y=1},
wagon_span=2,
collisionbox = {-1.0,-0.5,-1.0, 1.0,2.5,1.0},
drops={"default:steelblock 4"},
}, "Japanese Train Wagon", "blue.png")
advtrains.register_train_type("subway", {"default"}, 15)
advtrains.register_wagon("subway_wagon", "subway",{
mesh="advtrains_subway_train.b3d",
textures = {"advtrains_subway_train.png"},
seats = {
{
name="Default Seat (driver stand)",
attach_offset={x=0, y=10, z=0},
view_offset={x=0, y=6, z=0},
driving_ctrl_access=true,
},
},
visual_size = {x=1, y=1},
wagon_span=1.8,
collisionbox = {-1.0,-0.5,-1.0, 1.0,2.5,1.0},
is_locomotive=true,
drops={"default:steelblock 4"},
}, "Subway Passenger Wagon", "advtrains_subway_train_inv.png")
--[[
advtrains.register_wagon("wagontype1",{on_rightclick=function(self, clicker)
if clicker:get_player_control().sneak then
advtrains.disconnect_train_before_wagon(self)
return
end
--just debugging. look for first active wagon and attach to it.
for _,v in pairs(minetest.luaentities) do
if v.is_wagon and v.unique_id and v.unique_id~=self.unique_id then
self.train_id=v.unique_id
end
end
if not self.train_id then minetest.chat_send_all("not found") return end
minetest.chat_send_all(self.train_id.." found and attached.")
end})
]]